Water System is a module based component allowing you to simulate such water surfaces as an ocean/sea/river/lakes/pool/etc. Water System targeted at PC/console platforms and HDRP rendering.
Features:
- GPU waves simulation with multiple cascades (to avoid tiling)
- Physical approximation of lighting (volumetric lights and shadows, absorption, scattering, caustics, sunshafts)
- Physical approximation of reflections using fast screen-space projected reflections (several times faster than other SSR methods), camera planar reflections, cubemap(probe) reflection
- Physical approximation of refraction in screen space with dispersion (using water IOR)
- Physical approximation of caustics relative to water depth and waves (with dispersion).
- Underwater effect with partial submersion
- Underwater sunshafts/volumetric lighting with caustics
- Shoreline waves rendering with foam particles
- Flow rendering using flowmaps (integrated flowmap painter)
- Fluids simulation for static objects (rivers) with foam rendering
- River system using splines
- Buoyancy
- Dynamic ripples
- Rain effect
- VR supported (PC target platform)
- Various meshes: infinite mesh(ocean), finite box (pool), spline rivers, custom mesh
- Lod system with tesselation or quadtree rendering
- Writing to depth buffer (for correct posteffects like ‘depth of fields’)
- Video/text description of each setting in the editor.
- Fog compatibility (in one click) with third-party assets for Expanse, Time Of Day, Enviro, Atmospheric height fog.
Original_Link: https://assetstore.unity.com/packages/tools/particles-effects/kws-water-system-hdrp-rendering-205007